XsparkieX
791e90b22a
Initial Oculus Quest support added.
2020-09-06 13:40:32 +02:00
Zack Middleton
476134f5a6
Don't upload 8 bit grayscale images as 16 bit luminance
...
Using more color bits than the source image provides shouldn't improve
the quality.
2018-07-20 23:40:07 -05:00
Edward Betts
fe42b8653d
Correct spelling mistakes.
2017-11-22 01:40:20 -06:00
SmileTheory
6f1712dafe
OpenGL2: "Fix" cg_shadows 4.
2017-07-14 16:15:02 -07:00
SmileTheory
d549b642bc
OpenGL2: Use an OpenGL 3.2 core context if available.
2017-07-13 12:03:10 -07:00
Zack Middleton
dd73e19546
Improve warning for too many skin surfaces
2017-07-04 15:36:26 -05:00
Zack Middleton
904bbc1a8f
Allow more than 32 surfaces in skin files
...
Models don't have a surface limit; skins shouldn't either. Some player
models require more than 32 surfaces since vanilla Quake 3 did not
enforce the limit.
Skins are now limited to 256 surfaces because having no limit would
require parsing the skin file twice. The skin surfaces are dynamically
allocated so it doesn't increase memory usage when less surfaces
are used.
2017-07-04 14:06:09 -05:00
SmileTheory
294109628d
OpenGL2: Fix bug in generating normal maps for non-square textures.
2016-12-12 15:33:54 -08:00
SmileTheory
0672905ef1
OpenGL2: Detect Intel graphics and avoid/use certain operations there.
...
Also use qglCopyTextureSubImage2DEXT instead of qglCopyTextureImage2DEXT.
2016-12-07 22:30:55 -08:00
SmileTheory
8955752457
OpenGL2: Prioritize loading .png images over all others besides .dds.
2016-10-27 02:11:29 -07:00
SmileTheory
89701a1a45
OpenGL2: Faster mipmap generation.
2016-10-21 19:48:02 -07:00
SmileTheory
ba59df8c8c
OpenGL2: Remove check for GL_ARB_texture_non_power_of_two.
...
Core in OpenGL 2.0.
2016-10-21 16:58:42 -07:00
SmileTheory
41ae7815c9
OpenGL2: Remove half float support.
...
Not enough accuracy for textures larger than 1024x1024, such as merged lightmaps.
2016-10-20 20:09:12 -07:00
SmileTheory
aa79738c50
OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
2016-10-11 03:28:20 -07:00
SmileTheory
1cfa16674c
OpenGL2: Some tr_image refactoring/cleanup.
2016-09-22 23:04:13 -07:00
SmileTheory
4faf1008a0
OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
...
Also simplify overbright code in ComputeShaderColors().
2016-09-14 02:59:54 -07:00
SmileTheory
e022abeebb
OpenGL2: Fix GL_EXT_direct_state_access function names.
2016-07-28 20:04:25 -07:00
SmileTheory
716438168f
OpenGL2: Use loader for all extension funcs.
2016-07-26 00:41:31 -07:00
SmileTheory
90d6f941f8
OpenGL2: Add r_shadowBlur.
2016-03-07 02:27:03 -08:00
SmileTheory
d11cfc88d5
OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.
2016-02-17 19:49:21 -08:00
SmileTheory
ad952b9537
OpenGL2: Merge several cvars into r_pbr.
...
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-02-01 21:37:23 -08:00
SmileTheory
2b2f1aeaa1
OpenGL2: Load existing per-map cubemaps.
2016-01-28 16:39:42 -08:00
SmileTheory
275317fefb
OpenGL2: Direct state access, part 1: Texture binds
2016-01-18 04:46:01 -08:00
SmileTheory
e2b2437966
OpenGL2: Add r_cubemapSize.
2015-12-24 16:34:58 -08:00
SmileTheory
06feb6115b
OpenGL2: Support picmip for DDS textures.
2015-12-21 20:24:19 -08:00
SmileTheory
f965f3c66e
OpenGL2: DDS (compressed textures) support.
2015-12-18 06:53:20 -08:00
SmileTheory
336419235a
OpenGL2: Some tr_image.c cleanup.
2015-12-16 07:12:30 -08:00
SmileTheory
cbfc3471bc
OpenGL2: Switch to RGTC from LATC for normal maps.
...
Also added a RGTC compressor as a workaround on Intel graphics.
2015-12-15 03:23:55 -08:00
SmileTheory
92d4b20129
OpenGL2: Add option in code for alternate overbright method.
2015-12-08 05:17:05 -08:00
Zack Middleton
a5fbc1bfc4
Fix alloc size for default skin and single shader skin
...
Found by Coverity.
2015-07-12 20:41:47 -05:00
Zack Middleton
1a7628126a
OpenGL2: Fix shadow cubemap segfault
...
Changed image size to 512, but 'data' buffer is only 16x16 resulting
in libGL segfault. Use NULL instead like other dynamic images.
2015-03-24 03:39:53 -05:00
Author: Xycaleth
33efe82de9
OpenGL2: Fix shadow cubemap size
2015-03-23 20:05:35 -05:00
Zack Middleton
d06deb41c8
Don't set fog image border color
...
GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not
applied to the fog image. GL_CLAMP is not used for fog image (in either renderer),
so it would presumably not be used even if applied to the fog image.
2014-11-16 14:59:09 -06:00
SmileTheory
05e07311ba
OpenGL2: Fix invalid texture parameter.
2014-10-15 03:40:16 -07:00
Zack Middleton
e742952db8
Port COM_ParseExt fixes to CommaParse
2014-08-28 20:34:05 -05:00
SmileTheory
ff1f093a0b
OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in R_MipMapsRGB()
2014-08-01 23:57:26 -07:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
3d01543e2c
OpenGL2: Replace R_MipMapsRGB() with faster version.
2014-07-22 11:43:19 -07:00
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
Zack Middleton
9f3fd12501
Remove unused extern qboolean charSet
...
No variable even exists.
2014-03-24 12:47:14 -05:00
SmileTheory
3740c55dec
OpenGL2: Remove and force r_softOverbright.
2014-02-20 17:01:50 -08:00
SmileTheory
eea652f5c5
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
SmileTheory
d63d7ba6bf
OpenGL2: Use RGBA16F format for HDR.
...
RGB16F is not 4-byte aligned and not supported by certain hardware.
2013-11-20 00:48:18 -08:00
SmileTheory
8c3ae8d7d2
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
2013-11-05 00:08:59 -08:00
SmileTheory
3846c115e6
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
2013-11-03 19:34:22 -08:00
SmileTheory
cbd05da5d1
OpenGL2: Fix for "unsupported framebuffer format" bug
2013-09-17 15:33:46 -07:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
Zack Middleton
27ddba9c2e
Fix crash caused by too many surfaces in skin
2013-09-04 20:36:45 -05:00
Tim Angus
98360bcd57
Fix some of the things clang --analyze flagged
2013-03-26 16:50:03 +00:00
Tim Angus
37c69a8009
Move renderers a bit closer together
2013-03-12 17:52:29 +00:00